chore: apply biome auto-formatting fixes https://claude.ai/code/session_013wbAX6WfQe5sBs8X4Hftk4 - #4
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The addArcToShape method used a broken anticlockwise-direction heuristic that ignored angle wrapping and consistently produced the opposite result. This caused every lens surface to bow the wrong way — a biconvex lens rendered as biconcave and vice versa. Fix: compute the clockwise canvas distance from the start angle to both the control point and end point (canvas angles = negated model angles due to y-axis inversion). If the control is reached before the endpoint going clockwise, use anticlockwise=false; otherwise true. https://claude.ai/code/session_013wbAX6WfQe5sBs8X4Hftk4
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#1 – Centralize element labels in ElementRegistry Add a `label: TReadOnlyProperty<string>` field to ElementDescriptor so the registry is the single source of truth for element display names. Export `getElementLabel()`. Remove the duplicate `buildTypeLabels()`/`TYPE_LABELS` map from EditContainerNode and the now-unused StringManager import there. #2 – Rename continuousSpectrumSource → ContinuousSpectrumSource Fix the lone camelCase type key to match the PascalCase convention used by all other element types. Add a `case "continuousSpectrumSource":` fall-through shim in elementSerialization.ts so scenes saved by older versions continue to load without data loss. #3 – Replace 4-arg buildEditControls signature with EditControlContext bag Introduce `EditControlContext { signConvention, useCurvatureDisplay }` in EditControlsResult.ts. Update ElementDescriptor, the exported buildEditControls() functions in ElementRegistry/EditControlFactory, and the call site in EditContainerNode. Registry entries that previously prefixed unused params with `_` now destructure only what they need from the bag. Adding a new display preference requires a single interface change, not touching every builder signature. #4 – Replace instanceof checks in OpticsScene.simulate() with interfaces Add IAcquirable and ICompound to OpticsTypes.ts, with corresponding type guards (isAcquirable, isCompound). DetectorElement implements IAcquirable; FiberOpticElement implements ICompound. OpticsScene.simulate() uses the guards instead of `instanceof DetectorElement` / `instanceof FiberOpticElement`, removing its dependency on those concrete classes. #5 – Make OpticsScene.getElement() O(1) Add a `_elementById: Map<string, OpticalElement>` maintained by addElement / removeElement / clearElements. getElement() is now a single Map lookup instead of a full array scan. #6 – Fix SpatialIndex.getAllElements() O(n²) dedup Replace the `all.includes(el)` linear scan inside a loop with a `Set<OpticalElement>` accumulator, reducing the fast-path dedup from O(n²) to O(n). #7 – Extract syncBidirectional helper in SimScreenView Replace three near-identical `let blockXSync = false` bidirectional-sync patterns with a single generic `syncBidirectional(propA, propB)` helper. The helper also writes propA's initial value to propB, removing the separate initialization lines that preceded two of the three blocks. https://claude.ai/code/session_01H65WqMzMK88Jkra4gAjhE7
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